One man team - feasible?
by Jeffrey Bakker · in General Discussion · 10/01/2005 (12:50 pm) · 42 replies
I'm planning to make a modern RPG, and doing it pretty much by myself. Is it feasible to develop a TGE game with a one man development team? How many of you in the community (excluding GG employees) have completed a TGE title, how many people worked on it, and how long did it take?
Although this is my first actual game, game development is nothing new to me. I've been programming under various languages in Linux and Windows for the past 5 years, with C++ as my specialty. I've made plenty of modifications/addons to UT2003/2004 in the past 2 years including Unrealscripting, level design, texture art, and 3D modelling. I've also made music on computers for a few years. I'm no "master" at either of these skills, but I get by and do a pretty decent job.
I am still poking around, trying to learn the Torque engine, so the bulk of my game is only in concept at the moment (other than a few modelled objects and a character). My target date is hopefully around Q4 2006. Is this realistic, or is this a pipe dream?
Thanks.
Although this is my first actual game, game development is nothing new to me. I've been programming under various languages in Linux and Windows for the past 5 years, with C++ as my specialty. I've made plenty of modifications/addons to UT2003/2004 in the past 2 years including Unrealscripting, level design, texture art, and 3D modelling. I've also made music on computers for a few years. I'm no "master" at either of these skills, but I get by and do a pretty decent job.
I am still poking around, trying to learn the Torque engine, so the bulk of my game is only in concept at the moment (other than a few modelled objects and a character). My target date is hopefully around Q4 2006. Is this realistic, or is this a pipe dream?
Thanks.
#22
My game will be online only, except for some training missions to get used to the controls and weapons, so no AI is needed.
I've learned to model vehicles and buildings fairly decently, but characters are quite a bit harder.
Good luck with your project, I wish I could get my girlfriend to use QuArK. It's cool that you taught your wife to use UnrealEd.
10/02/2005 (10:24 pm)
I'm a one man team also, but my goal is to get a demo done to attract other team members in the future.My game will be online only, except for some training missions to get used to the controls and weapons, so no AI is needed.
I've learned to model vehicles and buildings fairly decently, but characters are quite a bit harder.
Good luck with your project, I wish I could get my girlfriend to use QuArK. It's cool that you taught your wife to use UnrealEd.
#23
Produce a demo, even if the models are just blocks and the landscape is adopted free models etc. etc.
Then put up some demos, and hawk it around a bit..
The Indie scene is growing and online colaboration with like minded people is now feasable. It was not a few years back.
I am a 'retired' 3D engine designer, and game writer who has worked in house with many of the large UK and Asian teams of yester-year. Some are still around today. Some are not.
I am currently tackling a very large scale project as a one man band at home, because I want to.. But I do know that once I have the proof of concept done I will a) want to attract colaborators - expecially for sound, music and models, and b) be able to attract colaborators as I have a concept to show and proove that I am serious about this project with.
My proof of concept will / currently uses modules I have written, OpenSource stuff I am very grateful for and some commercially available 'packs' I have bought. I am currently waiting for updates to Torque to decide if it is worth me incoporating also... All this time I am using to prototype..
But eventually I have accepted that if I really want to bring this thing to market, rather than just write it for myself then I will need other peoples ideas to see through design flaws, as well as other peoples help to make it happen at all.
10/02/2005 (11:45 pm)
What Willbkool says...Produce a demo, even if the models are just blocks and the landscape is adopted free models etc. etc.
Then put up some demos, and hawk it around a bit..
The Indie scene is growing and online colaboration with like minded people is now feasable. It was not a few years back.
I am a 'retired' 3D engine designer, and game writer who has worked in house with many of the large UK and Asian teams of yester-year. Some are still around today. Some are not.
I am currently tackling a very large scale project as a one man band at home, because I want to.. But I do know that once I have the proof of concept done I will a) want to attract colaborators - expecially for sound, music and models, and b) be able to attract colaborators as I have a concept to show and proove that I am serious about this project with.
My proof of concept will / currently uses modules I have written, OpenSource stuff I am very grateful for and some commercially available 'packs' I have bought. I am currently waiting for updates to Torque to decide if it is worth me incoporating also... All this time I am using to prototype..
But eventually I have accepted that if I really want to bring this thing to market, rather than just write it for myself then I will need other peoples ideas to see through design flaws, as well as other peoples help to make it happen at all.
#24
Are there easier ways of accomplishing your goals? Perhaps 2D? Perhaps something other than an RPG?
Remember that if you want to make a game that sells, a good third of your art time is going to be spent not on game objects but on front end, HUD, etc, and they'd better be really sharp. There's always a lot more work to do than you first realize.
What is your competition? How much content do they have? What's the quality like? How can your dominate your market niche?
Just questions to ask yourself. Make sure you are being honest with yourself. Don't let it get you down, but shape your project into something that meets your goals (sales, completion, reputation, learning, etc).
When I started on Wildlife Tycoon: Venture Africa these were my goals:
1) Establish a company reputation as putting out quality titles
2) Make a small amount of money -- enough so that I could justify working on a second title
3) Finish my first game in 9 months
I decided on these goals before I chose a genre for my first game. I designed within these constraints.
-Downloadable Tycoon games were weak (the only one that was somewhat successful that I could find was Lemonade Tycoon 2). I figured I could dominate this niche.
-If I focused on making it really slick and polished it would sell, even if the game were only decent, so I hired a rock-solid 2d designer on contract
-Finishing a tycoon game in 9 months was going to be difficult, since the genre is content-heavy. I tried to create as much depth of gameplay within the small animal set (11 animals in the original design, they all made it into the final version) as I could. I will end up missing it by about a month due to hardware problems I had in April.
In any case, this is the kind of process you want to go through when designing your first game.
Or, if you don't care much about finishing or selling the thing, just dive in. Making games is fun! (seriously)
10/03/2005 (12:32 am)
WHY are you making an RPG? Why are you making a game?Are there easier ways of accomplishing your goals? Perhaps 2D? Perhaps something other than an RPG?
Remember that if you want to make a game that sells, a good third of your art time is going to be spent not on game objects but on front end, HUD, etc, and they'd better be really sharp. There's always a lot more work to do than you first realize.
What is your competition? How much content do they have? What's the quality like? How can your dominate your market niche?
Just questions to ask yourself. Make sure you are being honest with yourself. Don't let it get you down, but shape your project into something that meets your goals (sales, completion, reputation, learning, etc).
When I started on Wildlife Tycoon: Venture Africa these were my goals:
1) Establish a company reputation as putting out quality titles
2) Make a small amount of money -- enough so that I could justify working on a second title
3) Finish my first game in 9 months
I decided on these goals before I chose a genre for my first game. I designed within these constraints.
-Downloadable Tycoon games were weak (the only one that was somewhat successful that I could find was Lemonade Tycoon 2). I figured I could dominate this niche.
-If I focused on making it really slick and polished it would sell, even if the game were only decent, so I hired a rock-solid 2d designer on contract
-Finishing a tycoon game in 9 months was going to be difficult, since the genre is content-heavy. I tried to create as much depth of gameplay within the small animal set (11 animals in the original design, they all made it into the final version) as I could. I will end up missing it by about a month due to hardware problems I had in April.
In any case, this is the kind of process you want to go through when designing your first game.
Or, if you don't care much about finishing or selling the thing, just dive in. Making games is fun! (seriously)
#25
However, while I am a 1 man team, I made the decision of contracting out the majority of the art assets. Had I not done that, my game would look absolutely terrible and have taken me much longer.
It IS possible, but like so many have said, keep it as simple as humanly possible and once you figure out how long it will take to do, double that time. You'll probably still take longer then that.
10/03/2005 (6:35 am)
I created Basic Bob: Island of Misfits by myself. It's taken 7 months. However, while I am a 1 man team, I made the decision of contracting out the majority of the art assets. Had I not done that, my game would look absolutely terrible and have taken me much longer.
It IS possible, but like so many have said, keep it as simple as humanly possible and once you figure out how long it will take to do, double that time. You'll probably still take longer then that.
#26
P.S. Most important thing, Have Fun! ;)
10/05/2005 (1:22 pm)
I really wish you good luck Jeffrey, and I hope that we will see your game in future, however don't make same mistake as I did. If projects starts to cost too much, and you can't finish it, forget about your project for a month or so, and then reconsider it. If things still looks the same forget about project. I tried to start again a numerus times before I figure out that I am not silkilled enough (at least not yet) to finish that project. Starting big project has it's advantages (altough it's very likely that it wont be finished). I learned alot from my project and I dont regret single minute working on it.P.S. Most important thing, Have Fun! ;)
#27
10/05/2005 (1:40 pm)
Impossible, no. Unfeasible, most likely.
#28
doing a lot of the structural work. (All the work GG and community do does help).
What can be done to help Soloist make games?
1. Continue to make TGE and the others more modular. Less C and more Script.
2. More content packs and utilities.
3. Enhance ability to put together virtual work teams of indies.
4. Online distance education (web based) for GG products.
10/05/2005 (6:45 pm)
One way I look at it... using GarageGames tools.... is as if I have a little teamdoing a lot of the structural work. (All the work GG and community do does help).
What can be done to help Soloist make games?
1. Continue to make TGE and the others more modular. Less C and more Script.
2. More content packs and utilities.
3. Enhance ability to put together virtual work teams of indies.
4. Online distance education (web based) for GG products.
#29
@Willbkool: In your few words I found great wisdom. It seems I forgot a critical part of the one
man MMORPG dev process awhile back. Getting a full team. :)
@Chris: Congrats on your new title!
@GG Staff and members: Thank you for all the warnings and advice about making an MMORPG. If I
would have understood the advice I was given I would have built/organized a company, version
control, project management, auto-updater, web site, legal documents, etc. before I wrote a single
line of code. But then again, I'm just a young indie dev. Thanks for providing the tools and community. When I think of all the help I've gotten I get all misty eyed. I was never really alone. :)
Sorry if this seems a litte long winded, but this subject is very important to me.
I know this is about a one man team, but an online RPG was mentioned also.
I hope that what I have learned can help someone else.
Chris is a prime example of a one man game team.
However an online RPG is another matter.
When I first joined the GG community I was angry at how many posts from GG staff and members talked about how hard it was to create an MMORPG.
They had our best interests in mind and were simply "keepin' it real".
2 years later, I understand that now.
Creating an online RPG solo is not something I would wish on my worst enemy.
Creating an online RPG IS possible with TGE though.
GG provides all the tools needed to create a basic indie game team including a help wanted area.
So why take on the feat alone?
BrokeAss games fell apart after it's first few months (most of us were/are fairly young).
I promised myself and the team that even if everyone jumped ship I would stay and paddle.
That was my initial reason.
Now, my reason is fear.
I have spent so much time (and a good bit of money) on this and the idea of someone else touching my "baby" is terrifying.
The solution for me now is non-disclosure agreements, indie contracts and other legal paperwork.
But it's time to relax a bit or my project will die.
To be realistic, one person can only do so much.
Most of the people that die on Mt. Everest die on the descent because they have used most of their
energy reaching the summit.
This almost happened to me with my RPG.
Working alone has the risk of killing your RPG idea.
You may get burned out 75% of the way through and give up and there will not be anybody to pick up
the pieces.
Willbkool's post above seems like the smartest move for any one man team that is going to create an
online RPG.
Continued...
Ari
BrokeAss Games
10/06/2005 (3:46 am)
Part I@Willbkool: In your few words I found great wisdom. It seems I forgot a critical part of the one
man MMORPG dev process awhile back. Getting a full team. :)
@Chris: Congrats on your new title!
@GG Staff and members: Thank you for all the warnings and advice about making an MMORPG. If I
would have understood the advice I was given I would have built/organized a company, version
control, project management, auto-updater, web site, legal documents, etc. before I wrote a single
line of code. But then again, I'm just a young indie dev. Thanks for providing the tools and community. When I think of all the help I've gotten I get all misty eyed. I was never really alone. :)
Sorry if this seems a litte long winded, but this subject is very important to me.
I know this is about a one man team, but an online RPG was mentioned also.
I hope that what I have learned can help someone else.
Chris is a prime example of a one man game team.
However an online RPG is another matter.
When I first joined the GG community I was angry at how many posts from GG staff and members talked about how hard it was to create an MMORPG.
They had our best interests in mind and were simply "keepin' it real".
2 years later, I understand that now.
Creating an online RPG solo is not something I would wish on my worst enemy.
Creating an online RPG IS possible with TGE though.
GG provides all the tools needed to create a basic indie game team including a help wanted area.
So why take on the feat alone?
BrokeAss games fell apart after it's first few months (most of us were/are fairly young).
I promised myself and the team that even if everyone jumped ship I would stay and paddle.
That was my initial reason.
Now, my reason is fear.
I have spent so much time (and a good bit of money) on this and the idea of someone else touching my "baby" is terrifying.
The solution for me now is non-disclosure agreements, indie contracts and other legal paperwork.
But it's time to relax a bit or my project will die.
To be realistic, one person can only do so much.
Most of the people that die on Mt. Everest die on the descent because they have used most of their
energy reaching the summit.
This almost happened to me with my RPG.
Working alone has the risk of killing your RPG idea.
You may get burned out 75% of the way through and give up and there will not be anybody to pick up
the pieces.
Willbkool's post above seems like the smartest move for any one man team that is going to create an
online RPG.
Continued...
Ari
BrokeAss Games
#30
I am not new to software or game development, but I am very new to indie game production.
I knew I wanted to make a certain game, but didn't know how I was going to get there.
Do as much as you can by yourself if that is what you choose but be prepared to form a team.
I would like to suggest a project management website for ANYONE creating a game.
iTeamwork
The site is free and has enterprise level options.
It's a good place to keep track of tasks and goals.
It also is a great way to form a team and can be used for many teams to work together.
Also, a great version control tool is Subversion.
An online RPG is a very serious task and anyone attempting it should be fully aware and prepared.
I still love the idea of sucking down pepsi in a garage and cooking up a great game idea.
Hell, personally I promote it (*cough* ID Software *cough*).
I'm a typical bullheaded, ego freak, wannabe hacker that doesn't play well with others.
Now, to create an online RPG I have to grow up, organize and ask for help.
If it's an online RPG, one person (typically) can only get so far.
So, have fun, put in the wrench time on the engine and demonstrate your idea.
If it grows bigger than you (*opens Hitch Hiker's Guide to The Galaxy*), DON'T PANIC.
You have done well, get organized and try to attract other developers.
After a couple years of work (alot of it was alone) I have most of my engine done and a small portion of the game to demonstrate the idea, enough to feel good about it.
Some of the members of the old team have come back and we are interviewing developers in our local area and are considering recruiting off of the internet.
So that's pretty much the story of my experience with the one man team.
It's a great place to start, lots of fun and easy on the wallet. :)
Sometimes I wish I wasn't trying to get my title released and just have fun tinkering.
Maybe that's how I'll end up, but I'm going to have fun either way.
I hope this rant removes a few wrinkles from some foreheads, stimulates hair growth and prevents a few solo devs from trashing their online RPG projects.
Ari
BrokeAss Games
*Edit: Working alone is very trying, stop and look around, you may be the only one actually turning the wrench, but most likely there are people helping you in ways you don't notice. *wave*
10/06/2005 (3:47 am)
Part III am not new to software or game development, but I am very new to indie game production.
I knew I wanted to make a certain game, but didn't know how I was going to get there.
Do as much as you can by yourself if that is what you choose but be prepared to form a team.
I would like to suggest a project management website for ANYONE creating a game.
iTeamwork
The site is free and has enterprise level options.
It's a good place to keep track of tasks and goals.
It also is a great way to form a team and can be used for many teams to work together.
Also, a great version control tool is Subversion.
An online RPG is a very serious task and anyone attempting it should be fully aware and prepared.
I still love the idea of sucking down pepsi in a garage and cooking up a great game idea.
Hell, personally I promote it (*cough* ID Software *cough*).
I'm a typical bullheaded, ego freak, wannabe hacker that doesn't play well with others.
Now, to create an online RPG I have to grow up, organize and ask for help.
If it's an online RPG, one person (typically) can only get so far.
So, have fun, put in the wrench time on the engine and demonstrate your idea.
If it grows bigger than you (*opens Hitch Hiker's Guide to The Galaxy*), DON'T PANIC.
You have done well, get organized and try to attract other developers.
After a couple years of work (alot of it was alone) I have most of my engine done and a small portion of the game to demonstrate the idea, enough to feel good about it.
Some of the members of the old team have come back and we are interviewing developers in our local area and are considering recruiting off of the internet.
So that's pretty much the story of my experience with the one man team.
It's a great place to start, lots of fun and easy on the wallet. :)
Sometimes I wish I wasn't trying to get my title released and just have fun tinkering.
Maybe that's how I'll end up, but I'm going to have fun either way.
I hope this rant removes a few wrinkles from some foreheads, stimulates hair growth and prevents a few solo devs from trashing their online RPG projects.
Ari
BrokeAss Games
*Edit: Working alone is very trying, stop and look around, you may be the only one actually turning the wrench, but most likely there are people helping you in ways you don't notice. *wave*
#31
Thank you :)
I have almost given up on Bob thrice now, for that exact reason. And now, as I plan my next game, I really want to just sit around and dev up random things (like create a content pack to do voice syncronization to an animated face)
This whole fun thing is a major issue for us indies ;)
The tools you suggest, and websites are an invaluable resource, that I have still not found. I use no version control. No team management. Heck, I don't even use excel for tracking bugs.
It would be great to see a list of all the websites, tools, and documentsthat are needed to start doing this seriously. Maybe even a bundle. An NDA doc, a contract template, link to subversion, and instructions for install and use. etc....
I think that would give a lot of indies a leg up. Heck, it would still give me a leg up :)
10/06/2005 (3:56 am)
Quote:
Congrats on your new title!
Thank you :)
Quote:
Sometimes I wish I wasn't trying to get my title released and just have fun tinkering.
I have almost given up on Bob thrice now, for that exact reason. And now, as I plan my next game, I really want to just sit around and dev up random things (like create a content pack to do voice syncronization to an animated face)
This whole fun thing is a major issue for us indies ;)
The tools you suggest, and websites are an invaluable resource, that I have still not found. I use no version control. No team management. Heck, I don't even use excel for tracking bugs.
It would be great to see a list of all the websites, tools, and documentsthat are needed to start doing this seriously. Maybe even a bundle. An NDA doc, a contract template, link to subversion, and instructions for install and use. etc....
I think that would give a lot of indies a leg up. Heck, it would still give me a leg up :)
#32
I just edited my subscriptions on the left panel and realized I was missing out on large portions of GG.
Dude, check out iTeamwork, it only takes a couple of minutes.
It made all my hair grow back overnight!
I just did a search here on GG for iTeamwork and got some hits.
I'm pretty sure all the resources are here in one way or another but a sticky post with a big list sounds really good.
I think I feel a new thread coming on. :)
Ari
ari@brokeassgames.com
BrokeAss Games
10/06/2005 (4:16 am)
@Chris:I just edited my subscriptions on the left panel and realized I was missing out on large portions of GG.
Dude, check out iTeamwork, it only takes a couple of minutes.
It made all my hair grow back overnight!
I just did a search here on GG for iTeamwork and got some hits.
I'm pretty sure all the resources are here in one way or another but a sticky post with a big list sounds really good.
I think I feel a new thread coming on. :)
Ari
ari@brokeassgames.com
BrokeAss Games
#33
10/06/2005 (4:24 am)
Ari - If there was some kind of thread with all this information in it, it probably would have saved me months (literally ) of hassle.
#34
LOL, same here.
Thing is: GG > me.
There's so much here, it's hard to cover it all.
Here's a couple of good places:
Business Issues For Game Developers
Development Marketplace
I'll start looking around and see what else I can find.
If there isn't an obvious thread with a big list, let's start one. :)
Ari
BrokeAss Games
10/06/2005 (4:50 am)
@Chris:LOL, same here.
Thing is: GG > me.
There's so much here, it's hard to cover it all.
Here's a couple of good places:
Business Issues For Game Developers
Development Marketplace
I'll start looking around and see what else I can find.
If there isn't an obvious thread with a big list, let's start one. :)
Ari
BrokeAss Games
#35
Also, there are some marketing htreads that deal with branding and effective marketing. I wil compile a list of some of the best plans and threads.
10/06/2005 (4:57 am)
I have read every thread in the Business section. There is a lot of useful info there. There is also a lot of useful info in certain .plans. Like Joe's threeads and some of Pauls. Also, there are some marketing htreads that deal with branding and effective marketing. I wil compile a list of some of the best plans and threads.
#36
Yes, it's possible. Spiderweb software is largely one guy cranking out indie RPGs, or at least it WAS... he's the only "full-time" employee last I heard, but he does hire contract help nowadays.
It is doable, it is being done. There are several indies going at it kinda-sorta alone out there, and some are successful at it. But you have to recognize that your scope must match your resources. If you have one dedicated guy doing it, you aren't going to be able to achieve the results of five dedicated guys working on the same project for the same amount of time... or fifty.
10/06/2005 (10:57 am)
Dealing with the original question:Yes, it's possible. Spiderweb software is largely one guy cranking out indie RPGs, or at least it WAS... he's the only "full-time" employee last I heard, but he does hire contract help nowadays.
It is doable, it is being done. There are several indies going at it kinda-sorta alone out there, and some are successful at it. But you have to recognize that your scope must match your resources. If you have one dedicated guy doing it, you aren't going to be able to achieve the results of five dedicated guys working on the same project for the same amount of time... or fifty.
#37
I'm new to Torque. And, as Jeffrey Bakker, i wish to make a RPG alone (an RPG alla oriental, turn-based, an interesting story, and puzzles in dungeons). Alone, because this is my first aproach to programming seriously and i don't know no one in that sector. I choosed Torque, because it haves many hings done, it's easy to add more things and events in game, it have good tools done, and the forum seems full with resources and answers. Torque is very huge, and seems hard to change something in C++ inside it.
But, i'm in the other part. I'm good making interfaces, skins, small 2d animations and icons. I also have some experience modelling and 3d in general; don't seems hard to create characters. I have some concept art (mainly playable characters and enemies, and i'm happy with the first results), and i guess i have some kills to create beautiful layouts. I have too some good ideas for the dungeons and events in general.
Unfortunatelly, i have very little experience programming. Just a small game in Basic 20 years ago. I don't believe it must be so hard to write code, but i'm new with C-like syntax, and it's so hard to learn modern programming technics. Torque scripting semms friendly, and sure my best option is to use it. At this moment, i'm reading Torque's forums for What can i do (and not), and what can i use (scripting code) for my game. I thing, this is my best option. I don't believe i will spend a lot of time coding, but sure this is, imho, the worst aspect for me.
In the artistic side, the animations seems the most hard and intensive-time-spending aspect. The texturing too, but less than animations. But no problem for me. Only time spending and pattience.
The content creation (the art), seems to be the most time spending side in general. Anyway, i'm happy these days, just learning to make a game. I don't konw if i finally create a game some day, but is just fun to learn and discover some game-internals, and it makes me happy.
Regards,
Carles
PS. Sorry for my bad english. This is my first post here, so be good with a newbie like me ;).
PS part 2. If there's someone interested, i will post some screenshoots of my concept arts, or just visit my home page to see some old designs (nothing about a game). If there's someone interested (a coder mainly) to make a make together, let me know. I'm very interested to make my own game, but it will be good to make a ganme with others. Specially when i works 8 hours per day, and i have not a lot of free time.
10/06/2005 (12:41 pm)
Interesting post.I'm new to Torque. And, as Jeffrey Bakker, i wish to make a RPG alone (an RPG alla oriental, turn-based, an interesting story, and puzzles in dungeons). Alone, because this is my first aproach to programming seriously and i don't know no one in that sector. I choosed Torque, because it haves many hings done, it's easy to add more things and events in game, it have good tools done, and the forum seems full with resources and answers. Torque is very huge, and seems hard to change something in C++ inside it.
But, i'm in the other part. I'm good making interfaces, skins, small 2d animations and icons. I also have some experience modelling and 3d in general; don't seems hard to create characters. I have some concept art (mainly playable characters and enemies, and i'm happy with the first results), and i guess i have some kills to create beautiful layouts. I have too some good ideas for the dungeons and events in general.
Unfortunatelly, i have very little experience programming. Just a small game in Basic 20 years ago. I don't believe it must be so hard to write code, but i'm new with C-like syntax, and it's so hard to learn modern programming technics. Torque scripting semms friendly, and sure my best option is to use it. At this moment, i'm reading Torque's forums for What can i do (and not), and what can i use (scripting code) for my game. I thing, this is my best option. I don't believe i will spend a lot of time coding, but sure this is, imho, the worst aspect for me.
In the artistic side, the animations seems the most hard and intensive-time-spending aspect. The texturing too, but less than animations. But no problem for me. Only time spending and pattience.
The content creation (the art), seems to be the most time spending side in general. Anyway, i'm happy these days, just learning to make a game. I don't konw if i finally create a game some day, but is just fun to learn and discover some game-internals, and it makes me happy.
Regards,
Carles
PS. Sorry for my bad english. This is my first post here, so be good with a newbie like me ;).
PS part 2. If there's someone interested, i will post some screenshoots of my concept arts, or just visit my home page to see some old designs (nothing about a game). If there's someone interested (a coder mainly) to make a make together, let me know. I'm very interested to make my own game, but it will be good to make a ganme with others. Specially when i works 8 hours per day, and i have not a lot of free time.
#38
You should really start a new thread to get the response you want cos it will be dedicated to you.
Welcome aboard!
10/14/2005 (10:06 pm)
@CarlesYou should really start a new thread to get the response you want cos it will be dedicated to you.
Welcome aboard!
#40
02/24/2009 (8:57 pm)
/me Grabs a large Rifle and shoots the Zombie Thread in the Head!! Gees, its like resident Evil around here...
Torque Owner Jeffrey Bakker
What I can completely relate to is how much time designing and modelling consumes. Even if I have the skills, I guess I don't have the time. I've asked my wife and my brother to help out a little, but I really don't want to crack the whip on them in their spare time for MY dream. I guess I could use that "wouldn't it be cool to have your name in a video game's credits?" line on them, and maybe it'll be a little bit of their dream too. LOL
I taught my wife last year how to design levels for the Unreal engine 2, and now she can design very good looking levels. The problem is, that Quark and UnrealED are very different. One of the biggest things I fear about this game, is the tools and engine I am using are not like what I'm used to.